A reposting and bang-up repair job for Stratovarius' Chronomancer; I hope to be able to port over the rest of that particular thread (A subforum would be nice.)Chronomancer

"Time is a river, dam it or unleash it as you will."- Kagrank Amseru, dwarf Chronomancer

Chronomancers are the wielders of the time stream, dancing through the eddies and flows of time as if along rocks in a river. Comfortable in any time or any place, they even learn to live outside of the normal world, resting easily in the time stream, becoming a part of it and leaving behind much of the mortal world. Time is their weapon, and Chronomancers dash others upon the hidden dangers that lurk within it, altering futures, pulling up the terrors of the past, or simply slowing them down until life passes them by and they are left in an alien time. Chronomancers see all others who cannot manipulate time as inferior, for any event can be done or undone with the application of time.

Making a ChronomancerChronomancers are versatile slicers, their natural mastery of time granting them abilities that range from the deadly to the farsighted. The speedy nature of their spellcasting means that many are warriors as well, taking advantage of the plentiful benefits provided by their mastery of time to cut through unsuspecting creatures. Brilliant and often as fickle as the fates they alter, Chronomancers are never to be taken lightly, else one of their slices of time alter your future in unknown ways.

Abilities: Intelligence is the ability that the chronomancer uses for his slicing. Also capable of full physical combat, the chronomancer would do well to remember their physical ability scores, while a few of his skills do require mental ability scores.

[b]Races:[/b] Chronomancers appear amongst all races, for all races are concerned with time, be it the short-lived human or the ancient elf, but chronomancers are few in comparison to those who wield magics anchored in the more traditional sources of power. Often, it is the short-lived races who are most concerned with the flow of time, and it is they who populate the ranks of the chronomancer class, attempting to control their future as much as they acknowledge their past.

Alignment: Chronomancers can be of any alignment, for their talents at wielding the stream of time can be used for any purpose: to do good or ill, to restore the proper path or to throw the world into chaos.

Class FeaturesArmed with time and steel, the Chronomancer will disappear into a second, reappearing when it has moved forward a few short moments. They will even step aside from any future that promises them death or danger, and emerge when it has passed. Time is their ally, and it wields more power than even magic.

Weapon and Armor Proficiency: Chronomancers are proficient with all simple weapons and light armour.

Slicing: The Chronomancer can manipulate and control slices of time, attacking his foes and boosting his allies by altering their personal time flow. The Chronomancer must have an Intelligence of 10+the Slice Level to use a given slice; in addition, any slice that requires a saving throw has the DC modified by his Intelligence modifier. He recieves no bonus slices or slices per day for a high Intelligence.

A Slice is activated as a Swift action, and, unless stated otherwise, has a range of 25'+5'/Slicer Level.

Fleeting Knowledge (Su): The Chronomancer has a responsibility to the worlds of time, and, thus, time has one to him, protecting and forewarning him. Once per day, when the Chronomancer would be surprised, he may take a standard and a swift action during a surprise round, and acts first in the initiative count for that round. He gains an additional use of this ability per day at levels 5, 10, 15 and 20.

Chronological Security (Ex): The Chronomancer is secure in his own time, and heavily resistant to any who would attempt to alter his personal time stream. At 2nd level, the Chronomancer becomes immune to all negative time-altering effects. The Chronomancer may voluntarily lower this immunity at any time as a free action for one round.

Legends of the Aeons (Su): Well at home with what has come before and what will go since, the Chronomancer can search through the waves of the past or the future to find something of use to him. He may call a single item of value less than 100 gold pieces per Chronomancer level. This item disappears after 5 rounds, and may not be an expendable or charged item. Calling the item is a move action.

One Step Beyond (Ex): Dancing and swaying amidst the changing tides of time, the Chronomancer bathes himself in the stream of time, letting it soak through his skin, and into his mind. Whenever the Chronomancer creates a slice, he may step outside of the present for a single moment, that lasts until the beginning of his next turn. If he does so, he cannot be affected by any spell, effect, or attack for that round. The round in which the Chronomancer returns, he cannot use any swift or standard action.

Life Span (Ex): Each morning, the Chronomancer chooses the age he will be for the day. If his age category changes, he receives all benefits and penalties of that age.

Lesser Gift of Time (Ex): The Chronomancer gains a +4 bonus to his initiative checks.

Temporal Haste (Su): Able to imbue allies with a few minor benefits of the temporal stream, the Chronomancer speeds their reactions, granting all allies within 20' of him a +1 bonus on reflex saves, a 5 ft. bonus to speed, and a +2 bonus to initiative. The Chronomancer recieves these benefits as well.

Extended Slicing (Ex): With a more perfect control over the nature of time, the Chronomancer causes all slices he cast to last two rounds instead of one.

Liquid Gift of Time (Ex): The Chronomancer's grasp of time is so great that he can never be surprised, and may always take a swift action during a surprise round.Siphon Age (Su): The Chronomancer rolls the years back, peeling away layers of experience and expertise and leaving target in a younger, weaker state. The target receives 1d4 negative levels, plus 1 negative level for every four levels of Chronomancer. The target receives a Fortitude save vs 10 + 1/2 class level + intelligence modifier to negate this level loss. The Chronomancer can use this once per encouter, and recovers it when he recovers his slices.

Slicer's Boon (Ex): At home in the flow of time, the Chronomancer can alter it with a wave of his hand, shifting the flow in subtle ways. The Chronomancer gains one extra swift action a round. This action can only be used to cast a slice.

Temporal Discorporation (Ex): The Chronomancer has so attuned himself to the flow of time that he can hide in alternate futures, recovering from a near death experience, before returning to his proper flow. If the Chronomancer would be killed by damage, instead have him roll a Autohypnosis check vs 10 + damage dealt. If he succeeds at this check, he discorporates into the time stream. While there, he recuperates, resting his body and mind. He reappears alive in the same spot where he would have died with half his full hit points and all slices expended. He is discorporated for one hour for every 10 hit points of damage he would have taken (minimum of one hour).

Greater Gift of Time (Ex): Once per encounter, the Chronomancer can slice as an immediate action. He recovers uses of this ability when he recovers uses of his slices. Due to the slightly unusual nature of this slice, it does not activate One Step Beyond.Supreme Slicing (Ex): Time is the plaything of the Chronomancer, and he will do with it as he will. All slices the Chronomancer casts last three rounds.

Shelter in the Stream (Su): In response to an attack, the Chronomancer can choose to sequester himself, leaving the current time behind to step into a safer moment in the time stream. The spell or attack against him fails. He returns to his current location at the beginning of his next round, dropping back out of the bubble in time. The Chronomancer can use this ability once per encounter, and recovers it at the same time as he recovers his slices. This costs an immediate action.

Moment of Genesis (Su): The Chronomancer creates a small area for himself in a back-eddy of the stream of time, safe from incursion by all but the most skilled of temporal travellers. He can access or depart from this eddy through meditating on the temporal and physical location that he wishes to return to for 5 minutes. He cannot bring any living creature with him, although he can bring up to 100lbs of inanimate objects. This secluded area can only be accessed by creatures who are capable of travelling through time. In all other ways, treat it as a single casting of the Genesis spell